#include "state_splash.h"

StateSplash::StateSplash(SGE::App* theApp) :
	SGE::State("Splash",theApp),
	mSplashSprite(NULL)
{
}

StateSplash::~StateSplash()
{
}

void StateSplash::HandleEvents(sf::Event theEvent)
{
}

void StateSplash::DoInit(void)
{
	// First call our base class implementation
	SGE:State::DoInit();

	// Check our App pointer
	assert(NULL != mApp && "StateSplash::DoInit() bad app pointer");
}

void StateSplash::ReInit(void)
{
	// Do nothing yet
}

void StateSplash::Update(void)
{
	// Check our App pointer
	assert(NULL != mApp && "StateSplash::Update() bad app pointer, init must be called first");
}

void StateSplash::Draw(void)
{
	// Check our App pointer
	assert(NULL != mApp && "StateSplash::Draw() bad app pointer, init must be called first");
}

void StateSplash::Cleanup(void)
{
	// Last of all, call our base class implementation
	SGE:State::Cleanup();
}
